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Respect to the author of the topic. Finally, there is a thread where the discussion of tactics should take place (Whirlwind, I think now we can remove all the other unnecessary stuff?).
1. Standard build for the first week.
Gold, peasants, market, forge, halberdiers, griffins, archers.
In an order that is convenient for the given map, based on the amount of resources, etc. This is a standard, and you should strive for it if you are not trying to play your own strategies on a specific map (by the way, there are maps where there is no tavern at the start, so you will have to cut something else).
On all maps, there are freely available resources, mills, etc. You need to clear them with support units. Sometimes it happens that you can find 15+ gold on the starting resource, and sometimes you can't find even 5. It's all luck. People depend more on gold, so if you have a choice of which mine to capture on the first day, you should capture gold, and wood on the next, if you don't have enough movement points.
2. The vast majority of Tournaments are played with a random starting hero. The strategy depends most on the hero. As Whirlwind said above, Dugal is definitely a rush hero. Vitto is forbidden, but it's an even more definite rush. Rutger is also in this category. Axel, Laslo are heroes for whom it is desirable to finish the game in any possible way, because they need to level up for a decent amount of time to give noticeable bonuses to the troops. Ellaina, Mephala, Iris are heroes suitable for medium-length games.
If you are playing (with the ability to choose a hero) on a small map, then you should choose Vittorio, Rutger, Dugal. The others are distributed accordingly.
2 Boris K.
Perhaps I am wrong, but it seems to me that you have very little experience playing against real people. Because machines usually level up people in the vast majority of cases (read the reports of online tournaments on various resources). And Dugal himself ordered to level up machines.
3. People are not a dungeon, unfortunately, and it is difficult to clear the hordes of neutrals in the first week. We usually clear levels 1-3, trying to avoid archers. In the second week, we will have red crossbowmen with an upgraded ballista - we can start being more aggressive, but we don't go to heavy casters and level 6-7. These are general tips. I can give more detailed information about each map, what and in what order I clear, but I need to refresh these knowledge first, I apologize.
Quote: The main strength of humans is training. If the final battle is supposed to take place in the city (usually against computers), I train monks. If in the open field (usually against people), and there is enough money, I train knights. I try to upgrade the auxiliary hero with skilled counterattack and experienced commander to reduce the cost of training. Troop gathering is also good.
2 Boris K
I don't think that when playing online with a real opponent, you can build training halls at all. There are no resources and no time. So the main strength of humans is definitely not in training. The main strength of humans is in machines, logistics, and red crossbowmen under the blessing spell. And, of course, in two of the strongest schools of magic, but it is not always possible to build them completely. Because each requires 5 gold and 5 wood.
4. I can't give an answer to this question yet. I need a specific map name.
5. I have drastically changed my opinion about upgrades, so I will express it here (by the way, don't you think it's silly to look for all the tactics in one place, and information about upgrades in another, and about magic in a third?).
a) I build the upgrade for peasants to increase the city level. Nothing else. In the second week (this is the latest I've done in my practice), Ellaina will appear - blue robes will bring money, and that's all that is needed.
b) Red crossbowmen, and only them.
c) Defensive - halberdiers. Offensive - zealots.
d) Clearing neutrals - royal. Further, depending on the situation. Planning to attack - royal, defending (in your own castle, for example) - combat.
e) Half and half, for casting spells.
f) Knights of Isabel with upgraded tactics are something else. And even without upgraded tactics. Period.
Quote: Knights of Isabel with upgraded tactics destroy archers along with their support...
Unfortunately, we are not the only ones who know this... And everyone is upgrading tactics too ((But no one has canceled +1 speed boots.
g) I don't always get to this. Usually, I just stick to the regular ones. But probably I prefer the old ones.
6) Well, if I'm being honest, the main strength of Haven is a skilled player playing as them.
That's all, I guess. I'll add more later.